Ryoko's Guide to the Yokai Realms, pg 167
A bubble of temperate calm amongst a raging wildfire, a wedge of unmoving rock within a landslide, a shield of ice against fist-sized hailstones; you are a bulwark against the forces of nature, bending them to protect yourself and your allies. You understand that your role is not to crush and slaughter but to preserve those around you so you may triumph together.
As a Disciple of Fortification, you may have taken a vow of pacifism, yet still yearn for a life of danger and adventure. Perhaps you worked as a bodyguard, valuing the life of another more than your own. Maybe you found employment in a mine, saving colleagues from death by rock and explosives. Or it could be that your self-preservation instincts are so well honed that you cannot help but avoid catastrophe. Either way, the elements shield and fortify you from hurt and harm.
Bonus Fortification Spells
3rd-Level Disciple of Fortification Feature
The following spells are added to your bender spell list. They always take the form of an element associated with your Elemental Affinity. For example, a shield may appear as ice (water affinity) or rock (earth affinity). Once you gain access to a discipline spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
| Bender Level | Spells |
|---|---|
| 3rd | shield |
| 5th | shielding word* |
| 9th | protection from energy** |
| 13th | resilient sphere |
| 17th | endure* |
*See Chapter 13 - Spells
**Must be a damage type for which you have affinity (see Elemental Affinity, page 159 of Ryoko's Guide to the Yokai Realms).
Defensive Proficiencies
3rd-Level Disciple of Fortification Feature
You gain proficiency with medium and heavy armour and shields. In addition, you can use a shield as a spellcasting focus for your bender spells.
Primordial Shield
3rd-Level Disciple of Fortification Feature
You learn to create a shield of primordial energy. As a bonus action on your turn, you can create this shield, granting you or a willing creature within 30 feet of you 1d6 temporary hit points. These temporary hit points last until you use this feature again or the target finishes a long rest.
The number of temporary hit points increases to 1d10 at 6th level, 2d6 at 10th level, and 2d10 at 14th level.
Redirect Elements
7th-Level Disciple of Fortification Feature
When a creature you can see within 30 feet of you (including yourself ) would take damage of a type associated with your Elemental Affinity (see page 159), you can use your reaction to reduce that damage. The damage is reduced by 2d6 for each time you have chosen affinity with that element. If this reduces the damage to 0, you can make a ranged spell attack, redirecting the energy at a target within 30 feet of the original target. The attack deals damage equal to the amount by which you reduced the triggering damage. The size of these dice increase to d8s at 11th level, d10s at 15th level, and d12s at 20th level.
Elemental Reinforcement
15th-Level Disciple of Fortification Feature
When you cast a bender spell of 1st level or higher, you can choose one creature you can see within 30 feet of you (including yourself ) to gain a bonus to AC equal to the base level of the spell until the start of your next turn.
Primordial Bulwark
20th-Level Disciple of Fortification Feature
When you roll initiative and aren’t surprised, you can use your reaction to cast a spell associated with your Elemental Affinity, as shown in the table below, without expending a spell slot. Once you use this feature, you can’t do so again until you finish a long rest.
| Elemental Affinity | Spell |
|---|---|
| Air | wind wall |
| Earth | wall of stone |
| Fire | wall of fire |
| Water | white water wall* |
*See page 298 of Ryoko's Guide to the Yokai Realms